#fuzs-projects
1 messages · Page 19 of 1
Will this work?
"replace": true,
"values": []
}```
in data\minecraft\tags\item\secondary_enchantable\power.json
Yes
Also in DnT there is enchant that called Antidote for chest plate, how can i make it compatible with all types of protection?
There should be a tag for that
I don't think it's implemented that you can in survival
they should spawn in every mansion. if you have a mod or data pack that overrides parts of mansions it is possible they will not spawn
usually this one: https://modrinth.com/datapack/terralith
yeah there have been some mods in the past that break it. i can only recommend testing around with your setup
also make sure the persistentAnimals game rule is disabled
make a resource pack
that's a bug in older versions. which mc version are you playing?
1.19.2
Well thanks for the info
Ok thanks
you can check out alternatives such as this: https://modrinth.com/mod/colorful-hearts
they have different colors for every layer, I think it goes up to 16 or 20 maybe until it repeats
could you be a little more precise?
how do i make the normal shulkerbox also have its color? like it does on the shulkerbox tool tip mod?
🙏
You make/use a resourcepack that replaces these textures: https://github.com/Fuzss/mutantmonsters/tree/main/1.21.1/Common/src/main/resources/assets/mutantmonsters/textures/entity
By making a datapack and adding the parameter "background_color": "magenta" here: https://github.com/Fuzss/easyshulkerboxes/blob/main/1.21.1/Common/src/generated/resources/data/easyshulkerboxes/item_contents_provider/shulker_box.json
is hovering hotbar available for download anywhere? i see it in your github but cannot find it in either curseforge or modrinth
how do i make it like this image so it never goes over 1 extra row of hearts?
Check the config
this is with colourize first row config
mod doesn't active by itself
I thought it was Overflowing Bars you installed?
it is
Try disabling the resourcepack that is changing the health bar
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
Try giving yourself the health boost effect: https://minecraft.wiki/w/Health_Boost
I only see regeneration, absorption, resistance, and fire resistance
Basically it's because I have absorption effect
I wanted a mod that fits this effect into the first row
Hearts become golden and turn back to red one by one as the effect goes away or the player takes damage
I don't believe this mod does that
I don't know of a mod that does that. There could be potential conflicts with mods that do that because what if there are more than one row of absorption hearts, what would the default behaviour be?
Basically like the life fruit from Terraria
The Life Fruit is a Hardmode plant and permanent booster item that grows exclusively on Jungle grass in any area within the Underground layer or below, and only grows after one mechanical boss has been defeated. Life Fruit grow 25% faster on average in Expert Mode.
Once harvested and used, a Life Fruit...
YES
Maybe with a small number on the left like overflowing telling players how much more extra hearts they have but that's it
Idk
Hey, I have the most recent version of illager invasion mod for 1.21.1 but I can't find the boss in woodland mansions? He just doesn't spawn
aand how to get hallowed gems? I wish there'd be a wiki or something...
If you are using a mod which modifies the woodland mansion the boss will not spawn
You can allow it to appear in raids in the config
I believe that hallowed gems are crafted
Recipe viewer like EMI, REI, and JEI would help you. I believe hallowed gems are crafted using illusionary dust, unusual dust, amethysts, and diamond
I had repurposed structures but I toggled other woodland mansion versions
so not sure...
will it appear often? the boss seems pretty strong alone
That could still conflict
I think it's only once on the last wave of high level raids
The issue is with how the Invoker is spawned within the structure, it's done using a jigsaw so that it only spawns once within a specific room
Oh
Does it spawn once you enter?
Because I just teleported to mansions and looked for the entity to test
Not sure why I can't find it then 😔
The structure is being overridden by a different mod or datapack
absorption is a separate row, there is now way to merge them
What version is your Illager Invasion mod?
v21.1.6,
When I enabled it in raids he spawned 3 times in a level 1 raid 😭
that's not really possible unless some other mod is messing with the raid waves. what raid waves an illager can spawn in is hardcoded, and the invoker is only added to the 5th and 7th wave (I believe)
Yeah, that sounds about right from my experience
Not sure then, he spawned on some wave like 4 or 5 and second to last wave had two spawn
I guess I'll give myself one spawn egg when I'm looting a mansion just to get the item 😭
I don't really have mods that alter mobs or mess with pillagers except invasion
The only thing editing pillagers kinda is friends and foes which adds its own illusioner
the mods seem to blend the mob together though?
Hey, one of my players just got a crash with
java.lang.ClassCastException: class fuzs.mutantmonsters.world.entity.MutantSkeletonBodyPart cannot be cast to class net.minecraft.world.entity.LivingEntity
We're playing on 1.21.8 NeoForge, using a forked version of the Intermediate Version modpack (I removed some mods and added some others)
Is this helpful?
can you send latest.log
@brittle rapids ^
I read thru it and most of it is just the stacktrace from it not being able to cast from one class to the other
try removing visuality
aww i liked that mod hahah
ill publish a modpack update later on
- What Minecraft version are you using? 1.21.8 neoforge
- What launcher did you run Minecraft with? Cursegorge
- Have you changed the modpack in any way? I just use Visual Workbench
Can u add JEI integration for The "Move items into crafting area" [+] buttons. because i don't have it with ur mod but with backpack mod i have so i think u miss this integration ^^ thx
hello
where can i find the blue fire item needed to make an imbuing table and also
where the hell can i find a labrynth entrance
Drops from the Archevoker who can be found in Woodland Mansions.
Labyrinth Entrance generates in taigas, jungles, forests and savannas
what do they look like
cos ive been using the compass mod to locate the structures but i cant find any over ground structures
Stone brick rectangular structure with two floors, windows on upper floor. Upper floor has a war map in it iirc
Invoker
The invoker drops the primal essence needed to craft the Imbuing Table
Just searched an entire mansion and couldnt find the boss smh
is there another place to find the archevoker
Not sure who the archevoker is
This can happen if:
- The mansion was generated before the mod was added
- You are using another mod which alters the Mansion
Sorry I meant Invoker and you can edit the mod's config to allow it to spawn during raids
yes I have another mod that alters the mansiosn oh no
what do i do
i cant edit the mod's config sadly im on a server
Ask the server owner to edit it
heyo, this ended up working - do i need to ask visuality or fuzs for a fix on either mod
visuality
will do ty
is there a version of the enchanting infuser mod that is compatible with mc version 1.21?
its not on modrinth or forge sites
i tried both the 1.21.1 and 1.20.4 downloads but didnt work
please update to 1.21.1
can u help me i got the base of the datapack ig but idk what im doing im just watching yt tutorials 🥹 🙏
where do i put the file u mentioned
File structure:
- 📁 data
- 📁 easyshulkerboxes
- 📁 item_content_provider
- 📄 shulker_box.json
- 📁 item_content_provider
- 📁 easyshulkerboxes
I want to modify the NBT data for the potion of chemical X recipe in Mutant Monsters (1.20.1). Is it done through a datapack or by editing the mod's JAR?
it didnt work, i think i did something wrong
Put a comma here:
"supported_items": "minecraft:shulker_box",
at the end
also which pack format is it supposed to be on
Pack format, sometimes referred to as pack version, is a number used in pack.mcmeta to describe what Java Edition versions a resource pack or data pack is compatible with. Each version specifies the pack formats it supports in its version.json. The pack format can be obtained by running /version, or using the F3 + V debug hotkey.
nothing still white
built in shulkerfix (world)
i still think i messed up somewhere reload doesnt do anything
Do you have Easy Shulker Boxes mod?
What version and modloader are you using?
fabric 1.21.8
anyone?
You can use datapack
Do the same changes in this file instead: https://github.com/Fuzss/easyshulkerboxes/blob/main/1.21.8/Common/src/generated/resources/data/easyshulkerboxes/iteminteractions/item_contents_provider/shulker_box.json
after supported items or after filter container items?
nothing, thought it was a mod or rp but nothing
Also the new file directory:
- 📁 data
- 📁 easyshulkerboxes
- 📁 iteminteractions
- 📁 item_contents_provider
- 📄 shulker_box.json
- 📁 item_contents_provider
- 📁 iteminteractions
- 📁 easyshulkerboxes
Did it say that the datapack was enabled or available when you did list?
I tried it and it works for me
pls send the entire thing
Sure
also it says no more data packs available
yep it worked
Can you pass your datapack?
Compress it into a zip file instead of sending the folder
I see, you put item_content_provider instead of item_contents_provider
1 , 1 s life hates me
Yeah, making datapacks is precise
ty for the help
Your welcome
Hello, I have a question regarding Fuzs' Fast Item Frames mod. It works very fine on my 1.21.1 Neoforge instance, but I also use Sodium & Sodium Extras for shaders, and these add the option to remove "Item Frames Name tag" from displaying (see screenshot). However this option does not work with Fast Item Frames. I suppose this is due to the item frames being replaced by blocks ? I wanted to know if there was any option I could toggle in the mod to have the name tags hidden ? (It's a bit annoying with CIT texture packs). Thank you in advance for your help and sorry to bother you !
I don't think there is a toggle like that in the mod, you can suggest that here: https://github.com/Fuzss/fastitemframes/issues
alright, thank you for your help !
[NeoForge 1.21.1]
Visual Workbench seems to break the pottery table from Clayworks (the GUI is replaced by a regular crafting grid)
I looked in the configs, but there doesn't seem to be anything that would help
Add the block to this tag: https://github.com/Fuzss/visualworkbench/blob/main/1.21.1/Common/src/generated/resources/data/visualworkbench/tags/block/unaltered_workbenches.json
Using a datapack
can I do it with KubeJS? I've never touched datapacks before
yea should be able to
It worked
Thank you!
Hello i have been trying to change the value of the speed for the blockrunner mod on a neoforge 1.21.1 server but I can't seem to change it can someone explain me how to do it
does anyone have a configuration preset for combat nouveau that makes it as accurate to the combat snapshots as possible
I don't think that's been made, but generally the default settings are mostly quite close
only some experimental stuff like coyote time are disable (not even sure if that's still in the mod)
coyote time?
guess it was already removed again, I think then it's not in the mod anymore as well
https://minecraft.wiki/w/Java_Edition_Combat_Test_5#Gameplay
Combat Test 5 is the fifth experimental version of a future combat revision. Although it is a development version for a future release, this combat experiment is a fork of 1.15.2 Pre-release 2. This version was released on Reddit and Minecraft.net, but it does not appear in the launcher.
you can also check out this mod, the default settings might be closer to vanilla:
https://modrinth.com/mod/combatify
ah i see
still not available for 1.21.8 though but i might check it out later
I want to modify the NBT data for the potion of chemical X recipe in Mutant Monsters (1.20.1). Is it done through a datapack or by editing the mod's JAR?
Getting this error whenever I try to put a metal bundles item into my inventory. I tried giving it to myself in survival but it doesn't show in /give. I have all the dependencies installed and all for the correct version, Fabric 1.21.6.
The exact files for the server's mod/dependencies
The exact version of metal bundles on my client
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
i was wondering if there's a way to complety make the body parts of the straw mod invisible, like make it missing a arm, because i wanna combine straw statues, is this something you can do, if yes pls tell me, and if no, is there a feedback page or suggestions where i can add it?
Thanks, I moved over to the github issues page and am waiting on a reply.
are you able to use image links instead of player names? on the straw statues?
it'd be grand if there is a way to use images instead cuz i need a statue with a certain skin
how would one go about doing that?
i know nothing of how that works, is there a tutorial anywhere or?
https://minecraft.wiki/w/Player_Head this page is the best you are gonna get probably
hooray
i still no understand, do i spawn the statue with commands or smthn?
i figured out how to do what i needed to do, is it kinda anoying and time consuming? meh..? kinda? but it works?
hey fuzs sorry for the bother but can you have another look at this issue? I sent my config file https://github.com/Fuzss/combatnouveau/issues/23
Are there any plans to use biolith in climate rivers 1.21.1?
i don't think that's possible
your use case is very niche compared to most players who just want to have some skins from players without messing with files etc.
Having an issue with Nether Chested, my stacks when clicked are reverting to 64 and deleting the rest of the stack (ie a full stack of 2048 becomes 64)
are there any known mod conflicts that might be causing this?
am on neoforge 21.8
seems to be a conflict with the mod Ancient Artifacts 2, not sure why that would affect stack sizes though
why is plenty plates archived
Fuzs makes Mutant Monsters which is inspired by Mutant Beasts and Mutant Creatures. His mod does not go back to 1.12.2. You are more likely to get support from the Mutant Beasts developer.
IS there a way to set blocks as air providers for thin air? Im having trouble with the alex caves biomes not being realistic in terms of oxygen.
Ah ok thought it was the same
Thx
hey fuzs I want to modify the NBT data for the potion of chemical X recipe in Mutant Monsters (1.20.1). Is it done through a datapack or by editing the mod's JAR?
so do you change the archive files for the skins you want? because that's also something I'm trying to do
Yes, it is done via Datapack by adding them to a specific block tag
Can someone help me understand why my resource pack overrides config isnt working? it worked before but i made some changes and now it doesnt
Heya, just installed Enchanting Infuser in the Prominence II modpack and Mending isn't showing on the infuser. And yes, I've set both values for normal and advanced infusers on the config to allow treasure enchantments. Any idea?
i just change my skin, set it, and then close the game and change my skin again
it doesnt switch to your new skin, unless you set the player name again
there is probably another way buut, thats how ive been doing it
very annoying but doable
I believe you don't need to close the game, you just need to re-join the world after you change the skin
How would I do this? I’m somewhat new to the mod editing world.
Hoo boy, it's going to be a lot of jargon.
I would first find a tutorial for setting up a datapack, then to get the files to put into it you will need to unzip the mod's jar and find it's data folder, you'll need to match the filepath in the mod to overwrite/add to the tags.
You will then need to load the datapack into the world you are using (singleplayer or server) or use a mod such as Paxi to load it for all worlds
hello, im playing 1.21.8 and im trying to use the arcane lanterns mod, i have all the crafting recipies but when i put the items on the stand, everything works well untill i place the lantern. it breaks the lantern instantly
yk what, actually it's not as bad as i thought so that's fine, but i thought you'd go to the asset files and have to fact check player id's 😭😭😭 but i can't do the way you're doing it Cuz my pc trashhhh it takes like solid 10 mins for me to join the world
nope, checked. you have to close the game, at least on 1.20.1
the lantern breaks when the recipe is invalid
that is hardcoded, you would have to modify the code and recompile
you might have to restart the game
please report this issue to them
🥀
it's not worth the effort maintaining with only so few people using it. you can still use it on older versions of course
always keep an eye on your latest.log, it will tell you why the config is not working
Alright, I’ll go and rework the code myself. But don’t you think naturally generating mutant creatures is completely meaningless? If they can be generated naturally, then what’s the point of me making compound X? Might as well change the recipe to crying obsidian in the next update.
ah, i see. thank you
Nothing. I've done it, even after enabling every single option on the config and Mending isn't appearing after having restarted.
Modpack uses Zenith, idk if that could be part of the issue or if you know anything about similar cases.
Actually, I've used Mending as an example, but none of the options in the config file seem to have an effect. No Curses, no Treasures, nothing.
Works on servers, but not really on single-player
ah okay, was just curious because found out that crashing in my modpack was caused by it and didn't even know it was archived
not really of any importance to me but just had because neat mod made by you so had it older pack which I changed into a new one
ah it's possible that overrides it
Chemical X can spawn in the Spider Pig which is not spawned naturally. Also, if you want to grind some specific items fast, it may be better to get Chemical X than to wait for them to naturally spawn.
It's like if I want charged creepers or skeleton horses, sure I can wait for a natural thunderstorm to occur, but it would be faster if I could control that factor like installing a Vanilla Tweaks datapack that allows me to start thunderstorms by throwing the trident upwards from build height.
Also, some people want the challenge of Mutant Monsters without them having to summon it like bosses.
You can of course configure that if its not for you
That’s a start, thanks!
Is Pick Up Notifier and Leave my Bars Alone gonna be updated to 1.21.6 or is that version skipped?
1.21.6 is likely skipped in favour of 1.21.7 and 1.21.8 being hotfix updates. You should be able to update to 1.21.8
how do i add optifine to a modpack that i made on curseforge? (neoforge)
just pasting it on the folder and i can run it?
!modified
You are using a modified version of the modpack! This channel is only for unmodified versions that we provide. We cannot guarantee that the modpack works after you do modifications, so please go to #1061339968691257466 if you need help with an issue.
If this is a bug, please make sure to test it in an unmodified version before trying to report it.
what enchanting infuser data pack do
dang it idk if i should exclude or include and i wanna host world with e4mc
The built in datapack allows treasure enchantments in the enchanting infuser
which mod removed or changed torch recipe
even emi says the regular but it doesnt work
Ask the modpack author, any datapack/mod can alter recipes
Hopper Gadgetry won't work with Create Depots or Vaults
Sophisticated Core is nuts too
is someone able to tell me what the best armour and weapons are in better mc5
if u ask in a random channel one more time im just gonna legt time u out
u asked in the bmc channel alr dont go repeating it in random others
im new here chill out its just a question
aint no guides on yt
so you admit you spammed it in unrelated channels
no because i dont play the pack and you arent even patient for an answer
are you serious? its a question
you questioned me?
like tf
ok then you ask it in 1 channel and wait
power trip of the decade it was a question not a auto biography
are you gonna answer the question?
no because i dont play the pack so im going to tell you to wait for someone else to answer in the correct channel
lol
Mod Loader (Required) Forge Minecraft Version(s) (Required) 1.20.1 Mod Version(s) (Required) v20.1.0 Minimal Setup (Required) No Notes (Required) The Grated Hopper doesn't pull from non-vanilla...
Is this the correct place to ask for help on understanding how to add compatibility to enchants from universal enchants to modded weapons?
I'm playing with a mod called silent gear, and the tridents the mod added are seemingly different from the ones in the base game as the SG tridents lack the sword enchantments such as looting.
Are you in 1.20 ot 1.21+?
1.21
Enchantments can be configured using datapacks: https://github.com/Fuzss/universalenchants
That specific example would be related to this: https://github.com/Fuzss/universalenchants/blob/main/1.21.1/Common/src/generated/resources/data/minecraft/tags/item/secondary_enchantable/looting.json
To make your life easier, they have their own tools and armour tags that you can use: https://github.com/SilentChaos512/Silent-Gear/tree/1.21.1/src/generated/resources/data/c/tags/item
Thanks, I'll update ya'll in a bit
Made this as an example, it still does not allow looting on the trident and it has me stumped, any ideas on what I may have missed?
It's missing the pack.mcmeta file
Which is needed for the game to recognise it as a datapack
ohh
I'm assuming I placed the mcmeta file properly, it still doesn't register
Did you do /datapack enable SGearECompat.zip on that world?
or check its enabled using /datapack list?
I ran that command earlier and got an error that it could not detect it despite the mcmeta file being there
think I got the number wrong
let me test that
wasn't the number either, weird
Pack format, sometimes referred to as pack version, is a number used in pack.mcmeta to describe what Java Edition versions a resource pack or data pack is compatible with. Each version specifies the pack formats it supports in its version.json. The pack format can be obtained by running /version, or using the F3 + V debug hotkey.
Did datapack list detect your datapack being active in the world?
You've zipped it wrong.
You need to select the data folder and the pack.mcmeta file and zip them together instead of zipping the folder that contains them
Alternately, you can use the datapack without zipping it
okay it finally worked
it turns out I was placing the datapack in the profiles folder rather than the folder for the worlds
thank you both
You can make datapacks automatically apply to your worlds in your datapack folder using Paxi
uh for visual workbenches it makes naturally generated fletching table smithing table and prob more into craft table (in terms of using the block is same, breaking and replacing makes it normal)
Please report this here with additional info: https://github.com/Fuzss/visualworkbench/issues
Hello just a short question:
Am I stupid or isn't there a way to increase the hopper speed of the grated hopper when using NeoForge? Can't use the ingame config or find the config file in the folder.
Hello im attempting to use Resource Pack Overrides on Fabric 1.20.4 but im unsure how to setup the resourcepackoverrides.json to auto apply and keep a resource pack loaded. Any help would be appreciated
nvm i got it working
I believe that is not a feature, it behaves similarly to the hopper
I'll try but I making a modpack rn so if someone else here wanna report it instead please do (just like make creative world, check locations of villages, and see which workstation blocks do and don't become Visual Workbench, best to have Jade or a similar mod installed as it will list the block as Visual Workbench not Minecraft)
how do i craft the bartering station
Its better if you install a recipe viewer mod like EMI, REI, or JEI
yeah
i think hang glider broke my pov everything looks slightly slanted
rejoining doesnt work
idk it just me or does this look slanted to
uh
right
or left idk which is correct but like left is higher right is lower
Hello, is there any resourcepack that changes the texture of mutants, from the Mutants Monsters mod?
for some reason equipping a shield is making the respirator stick to my body and not my head
the mod has been designed to be on par with vanilla and mostly uses vanilla mechanics internally
so no there is no config
ideally make comparision screenshots after relaunching the game
please share a screenshot
idk I think it was smth else
this was so long ago that i got a helmet that gives me infinite water breathing
also there is a config option in the client config glidingCameraTilt, so if it comes back you can toggle the option on the fly to check if it changes something
but i did take a screenshot before i did.
I think it was the surface that the computer was itself or the way I was positioned or smth cause over time noticed that everything was slanted, just that the blocks were the most obvious
very weird haha
hmm thanks. you remember how you equipped it? via curios / trinkets I suppose?
using curios.
hello I am home hosting a server with
easy anvils
easymagic
hangglider
iteminteractions
pickupnotifier
- a lot more
But when I stop the server, it seems to be stuck on
[19:21:43] [Server thread/INFO]: Stopping IO worker...
[19:21:43] [Server thread/INFO]: Stopped IO worker!
[19:21:43] [Server thread/INFO]: Dispatching unloading event for config easyanvils-server.toml
[19:21:43] [Server thread/INFO]: Dispatching unloading event for config easymagic-server.toml
[19:21:43] [Server thread/INFO]: Dispatching unloading event for config hangglider-server.toml
[19:21:43] [Server thread/INFO]: Dispatching unloading event for config iteminteractions-server.toml
[19:21:43] [Server thread/INFO]: Dispatching unloading event for config pickupnotifier\pickupnotifier-server.toml
is there any information for this?
Using the enchanting infuser on a server and when the client opens it I get this error. Any info on how to fix this would be great, as I am playing with multiple people. Thanks
RECEIVING CLIENTBOUNDINFUSER ENCHANTMENTSMESSAGE FROM ENCHANTING INFUSER FAILED: CANNOT INVOKE "MEROUNDAROUND ENCHANTMENTCOMPAT.ROUNDALIB.CONFIG.OPTION.BOOLEAN CONFIGOPTION.GET PENDING VALUE0 BECAUSE "CONFIG.MODENABLED IS NULl
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
Replace Enchantment Compatability with this: https://modrinth.com/mod/universal-enchants
Thanks! Your a life saver!
I made a subsidiary mod. It changed the recipe. Do you need me to send it to you or put it on cf?
feel free to release the addon, I'm not really interested in changing the default recipe
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
Uploaded latest.log from @topaz dawn to mclogs: https://mclo.gs/vfX6eYE
hmm so this was an issue in the past, but you already have a version of forge config api port which this is fixed in
it would be great if you could try just these mods which have their configs shown there to see if the server is still unable to shut down
[18:38:28] [Server thread/INFO]: Dispatching unloading event for config easyanvils-server.toml
[18:38:28] [Server thread/INFO]: Dispatching unloading event for config easymagic-server.toml
[18:38:28] [Server thread/INFO]: Dispatching unloading event for config hangglider-server.toml
[18:38:28] [Server thread/INFO]: Dispatching unloading event for config iteminteractions-server.toml
[18:38:28] [Server thread/INFO]: Dispatching unloading event for config pickupnotifier\pickupnotifier-server.toml
Is there a reason "Forge Config API Port" Is unable to be put into my 1.20.1 world? I go to Curseforge I find the mod, I choose the version, but it's telling me it's incompatible.
(I recently realized my inventory wasn't dark when I started playing Minecraft again and the slider wasn't working when I was trying to edit it.) LOL I probably did it to myself, my bad
Will put them in tonight & let u know. Thanks
Also it seems kind of inconsistent, sometimes it’ll do it 3 times in a row and other times the server begins restarting right away
Tiny question, is there a resourcepack that makes enderzoology compatible with fresh animations?
is hovering hotbar available for download anywhere? i see it in your github but cannot find it in either curseforge or modrinth
hey how do i get the soulbound enchantment in ender zoology
and every enchantment in it actually
should enchantment infuser also show modded enchantments or is it working as intended
yeah just realized only ones that are modded are treasure enchantments bcz treasure enchantment feature enabled
so either bug showing modded or bug not showing enchanted I would presume, IDK which
made an issue
"Only modded enchantments are treasure enchantments" but the image you sent shows mending which is a treasure enchant:
Enchantment infuser shows modded enchantments IF they also appear on the enchanting table (via enchanting table tag), some mods that heavily alter the enchantment system may not appear in the enchanting infuser.
But that is by default, the modpack developers can change these behaviours using datapacks
Air Hop and Repellent seems to be treasure enchantments by design:
https://github.com/Fuzss/enderzoology/blob/main/1.21.1/Common/src/generated/resources/data/minecraft/tags/enchantment/treasure.json
https://github.com/Fuzss/airhop/blob/main/1.21.1/Common/src/generated/resources/data/minecraft/tags/enchantment/treasure.json
i was wondering, how do i set up the sword blocking mod so my modded swords can block too?
By adding items to this tag: https://github.com/Fuzss/swordblockingmechanics/blob/main/1.21.1/Common/src/generated/resources/data/swordblockingmechanics/tags/item/can_perform_sword_blocking.json
ah, thank you
is it done differently for 1.20.1?
Sorry, I'm unfamiliar with 1.20.1, maybe check the config?
i got this
Not sure, maybe Fuzs or someone else can answer this
do i ping him?
Probably not because of rule 2, but he will see this soon since he is active
gotcha
i wasn't sure
i mean i need it done for my server, but i got about half a month left
i think i made a breakthrough
lemme see
nevermind didnt work
you do not need it on 1.20 Forge
i tested this pretty extensively when I made a fix. my guess is that it's actually something else causing the server to hang during shutdown
not that I'm aware of
it hasn't be released yet. the mod is done though. what mc version + mod loader do you want it for?
it's the same for 1.20
Hey all, I Have held tooltips installed on Neoforge 1.21.8, and it's not displaying anything, I have things set to include, and lines set to 12
no I mean that the only modded enchantments that appear are treasure enchantments, other modded enchantments don't appear
pretty sure there is at least one I saw that is that doesn't appear, am at college rn ill check when home
and is there any way to change which enchantments can and can't be modified with it
with a datapack or smth
Yes, with a Datapack
what mod adds those coordinates IDK maybe those impact it bcz it would overlap
I was just thinking that, it's the mod that's just called Coords. Been trying to find a similar replacement to bedrocks way of doing it
Neoforge 1.21.1. I did clone and build it myself and can confirm it works well
visual workbench incompatible with repose pocket mod!
for bag of holding and mob lassos how are the enchantments for those mods obtained
and the ender zoology ones besides repellent
because they have no tags so is it loot or smth
like not treasure, not non-treasure, etc
ok soo
i need some help with the Fast Item Frames mod
im using it on version 1.20,4
everything working fine
but when i reload, all the frames with maps dont work
i need to update them to actually display the maps
idk if theres an config option to make this automatic, cause i didnt find any so far
You can try MiniHUD
This is probably the reason they don't appear on enchanting tables/infuser
Probably similar to this issue: https://github.com/Fuzss/fastitemframes/issues/8
The 1.20.4 version hasn't been updated in 7 months
by what i saw some people getting the same issue in 1.21.x versions
Had those issues in the past in 1.21.1
one curious fact its like
i did some thing with /clone
and when i clone twice, some maps drops
and if i do something like tp @e to me
the game updates some maps
no clue why and how
The issue I had in the past was more of, I place the map in an item frame. If I quit and rejoin the server, the map does not get rendered in the item frame until I break it and replace it.
yeah
thats my issue
ooh i got it
some maps render because i get them on my inventory
makes sense
but inefficient
im trying to make an big map
Its been fixed for the other versions, but it seems the 1.20.4 version is outdated
but switching versions will prob erase my maps
let me try
better to have to redo now in the start than later
1.21.6 should do the job?
Might as well update to 1.21.8 since its the hotfix for 1.21.6
ooh i see
ok
yeahh my progress is gone
but let me test if it keeps now
@calm torrent
bug fixed
no issue now
thank you
Your welcome
🥂
It been so long since I posted that no response still pls check
yeah but now IDK how they even are obtained
the enchantments are Preservation (Bag of Holding), Holding (Mob Lassos), Soulbound, Decay, and Withering (Ender Zoology)
whenever i use the slim skin with the Straw stutes, the arm get dislocated when i enable crouch, help pls (forge ~~.4.0 - 1.20.1)
For now, you can get loot addon and an enchant addon for the recipe viewer mods such as EMI Loot and EMI Enchanting. If they still don't appear, then there may be non-traditional methods to obtain them or there is no recipe viewer support?
Good to know
Hi! I'm using Linked chest. I created a personalized chests and a linked pouch. However, the linked pouch does not show me my personalized chests content. Is that the expected behaviour? The way I understood the description is that the linked pouch would show the personalized channel, but it seems to only show the "common" channel. I did not play with the encoding yet, keeping everything with white wool to create stuff and not changing the white-white-white code
It seems that I cannot apply the diamond on the pouch to link it to my personalized chests.
yeah they don't appear idk
IDK if it maybe is a bug or oversight or smth
since they are all Fuzs' mods though he would know if it intended or not
In my opinion, he should put every enchantment in either minecraft:treasure or minecraft:non_treasure for better compatibility and clarity
welp it's not getting fixed for 1.20.1 but thanks for showing it to me tho
you have to sneak + right-click the pouch on the chest
there is no way to make the pouch personal via crafting like there is for the dye channels
im using thin air
and in the desc it says "at y-0 and at y128"
if i go at y 0 i get the thin air effect but if i got at y128 nothing happens even going further at 200
nothing happens, is it because it only works in the caves or is it something else?
oh and is there a way to change these values?
yeah Fuzs is this a bug or oversight or smth?
1.20.1 Fabric, Mod: Resource Pack Overrides, Verison: 8.0.3
Im trying to preapply ressource packs for a modpack I'm corrently making, but no matter, what I try resource packs, that would normally be "incompatible" won't applied, even if I set force_compatible to true. I tried different configs, but I could not get it to work.
Either the "incomp" packs aren't applied or the are applied above every other pack.
Here is my current config:
Every single id is copied by holding c, the logs show nothing and btw the t hotkey isn't working for me, all other 3 are working fine.
I've also tried putting every single pack in the default packs, instead of a group
hey how do I make pick up notifier look like this?
Im already confused at the part how to add like a background but adding 2 backgrounds like how the hell
(this is from the beyond depths modpack)
is it intentional that stylish effects does not show renewing effects given by mods out of inv? (infinite are set to be shown, the mod giving is Traveler's Backpack)
Well they show for me in my modpack
There should be a rule in the config something like "Respect hide particles" also
it isnt particles it is the little plaque
Yeah, it is the effect itself
I see the traveler's backpacks effects in my inventory
does anyone know why the upgraded bags of holding bug out and try to use a portion of my inventory as a space for the bag? when i exit the bag screen from here all my stuff stays down until i double-click a space in my inventory
the iron and gold ones both do it, not the regular one
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
also can you reproduce this with only bag of holding installed?
that's from the loot journal mod
you can configure pick up notifier to look very similar to that in newer versions though with the custom background etc.
i think i changed it to 0-256. check out the config for changing these values
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
the log will tell you if something is wrong and what is
oh okay I KNEW IT WASNT PICKUP Notifier, someone from the curseforge discord said it is pick up notifier, anyway thanks
the enchantments are Preservation (Bag of Holding), Holding (Mob Lassos), Soulbound, Decay, and Withering (Ender Zoology) lack any tags and seem to be unobtainable is this intentional Fuzs?
hey guys, question
im using the armor statues mod
and im getting this bug
the top half of the display of the armor stand is getting cut off
another example with a leather tunic on to show how its getting cut off
i uninstalled and reinstalled the mod and still am getting the bug
are there other mods installed? if so list them maybe it is a conflict with another mod
yeah im playing a modpack
but my friend and i have the exact same mods
and he isint having the problem
what mods are in it
is it on CurseForge or Modrinth
curseforge
link?
the link to the CurseForge page
this from the zip? are there any more mods in the overrides folder
yes this is from the zip
let me check
only 3 more
etched fabricated
prometheus
stam1o create tweaks
yeah its a mod from Dxxxy, basically an essentials cosmetic unlocker
i removed it, and still got it (the bug)
all I can think of is disable other mods in like groups of 5 until it is fixed, then check out of those 5 to find which causes it
aghhhh
thansk though
i tried all
and still nothing
like the issue is still there
yup i lowered it to 120 and it works perfectly thanks
I was able to find the conflicting mod, it's Fzzy Config
thank you kind sir
deepest gratitude
you're welcome pookie

I accept donuts and hot dogs as payment
crazy statment
i think all of them are treasure enchants
nope none of those are
Repellent from Ender Zoology is a treasure enchant
but the ones I listed aren't
you're right thanks
vanilla also has a tag for non-treasure enchants
forgot to add them there which makes them available everywhere (enchanting table, trading, loot, etc.)
really stupid design but yeah need to add to that tag
so that's been the underlying issue all along
ah okay, they will be updated soon I presume?
what mc version do you play?
1.21.1
I've got a question for Fuzs, and don't know where to put it. You have the diagonal trio mods, and I have a similar class for my custom fences. My team wants the diagonal arms to be climbable (so adding the isLadder method and returning true should work here), but for the most part the player interacts with the diagonal arms from a different block position, invalidating isLadder. Without adding a mixin to overriding player movement, do you know any way around this? It's been plaguing me for a couple weeks now
can someone lemme know when Ender Zoology and Mob Lassos get updated please (Bag of Holding already was)
Launchers like Modrinth App and Prism Launcher should automatically detect updates (also with refresh button too) in your modpack mod loader and version. Modrinth and Curseforge also have the follow button allowing you to get notified directly of mod updates.
yeah ik but I don't follow cause many mods and good amount of times it is for a different MC version, also I use ATLauncher which only automatically detects modpack updates (which since I make the modpack means nothing)
done
not sure what context isLadder offers, but generally you should be able to check the precise shape of the diagonal arms with the player position to determine the correct diagonal arms. Otherwise a Mixin somewhere in LivingEntity wherever ladder climbing is handled.
ight thx
But can I check it and apply it at another position? The diagonal arms are "climbable" within the same blockpos as the arm, but as soon as you move to the neighboring block, which is more likely than being in the same block, climbability stops. I really want to avoid a mixin if at all possible, want to stay in the world of safety so to speak
i don't think that's possible, the block state system isn't designed for blocks that reach beyond their block position
one exception in vanilla is dripstone, might be worth a look
i found a magic bug about Mutant Monsters
Reproduce way in singleplayer:
- Install
Mutant Monsters,Ice And Fire CE(Or other mod use fabric api's Attachment system),Carpet
2.Summon a fake player use/player Test spawn
3.Fly away until this fake player out of client chunk load range
4.Summon Mutate Zombie with/execute at Test run summon xxx
5.Run/tp Test, then this error occurred.
I check code of Mutant Monsters and see a packet send mob's data so i think something must wrong. 🤔
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
just force dump a crash report with Mixin: https://mclo.gs/RivGOtJ
How do i get Easy Shulker Boxes to work on a server?
Or is there a plugin version of the mod
you need to install it on the server too. your server must be a fabric or neoforge server
no
Thanks. I'm not really able to find an obvious cause for this from the log / crash report. Ideally open an issue on Github for further tracking and so that other people may weigh in on this: https://github.com/Fuzss/mutantmonsters/issues
Uploaded crash-2025-09-25_23.24.28-client.txt from @hot abyss to mclogs: https://mclo.gs/xZg63RW
Heyo! Quick question: is it possible to disable Ender Zoology’s Soulbound enchant without having to create a datapack or mod?
If its not in the config, its probably not possible
But you don't have to "create" a datapack or mod, there are mods that allow you to disable it in the config such as this: https://modrinth.com/mod/enchantment-disabler
Ah awesome I'll try that
hey Fuzs, are Owls (from Ender Zoology) supposed to drop their eggs like chickens? cause they don't have them as loot drops, and how long since I haven't seen them drop any (and Jade doesn't show how much time for next egg like chickens, but that could be because it modded mob IDK)
oh wait see one though how long between drops?
or they only lay on trees or smth i notice all of them are on the spruce trees
why
yeah they need to be on tree leaves
hello! I want to use the armor statues alongside the vanilla tweaks datapack on my server but I didn't completely understand the wording on the modrinth page
if I have it on the server side, do the clients still need to install it individually? thank you!
Easy shulker boxes has no support for caverns and chasms and supplementaries, is that right?
I'm making a datapack for those now, idk if its worth sharing but i was thinking that if it was of some use i could send it here to be added to the mod by default or something
update: i think caverns and chasms toolboxes would'nt work unless there's a way to "whitelist" item tags, instead of blacklisting items individually, is that possible?
the sacks from supplementaries and suppsquared work fine though
Either client + server, or client only if vanilla tweaks armor statues is installed
Seems there is only disallowed_items to filter items and item tags: #fuzs-projects message
Update - This seems to be a feature for 1.21.8: https://github.com/Fuzss/easyshulkerboxes/issues/80
thank you!
Hello! Can you help mу to activate this setting?? I can't find it in configuration menu! Thank you!
It is in server config
#Holding down the attack button keeps attacking continuously. No more spam clicking required.
#Default Value: false
hold_attack_button = true
#Delay in ticks between attacks when holding the attack button is enabled.
#This basically also puts a cap on the max spam clicking speed.
#Default Value: 5
#Range: > 0
hold_attack_button_delay = 5
Under the cooldown section
Not sure if such a command exists. Try using the help command from the respective bot or ask here
Ohhhh I just should make it in the world! Thanks a lot!
we dont have commands for individual mods like that, you would have to manually ask your question abt the mod
Armor Statues mod has to be installed on all clients that want to use it.
For the server you have two options:
- Install Armor Statues mod
- Or install Vanilla Tweaks armor statues data pack
For option 2 make sure to enable data pack compatibility in the client config of the mod.
Hey I had a question about diagonal fences and was curious if there was a way to make them not connect diagonally at certain times. Like I am trying to make a certain set so there is an entrance between two diagonal fences but I dont want them to connect. Is it possible to have them not be diagonal?
Hey does the Enchant Infuser mod have compatibility with all enchantments that are available on the modpack or is it just Vanilla and Apotheosis
EMI craft to inventory binds do not work in the Visual Workbench, is this problem an EMI issue or Visual Workbench issue
will also add that for another mod, Traveler's Backpack, which has an item for crafting table in backpack, the bind takes from the first slot (or item didn't test if second or later has item but not first) in the backpack, not the crafted item, which suggests to me that it is with how EMI does it
also for craft to cursor binds
It has mod compatibility if the modded enchantments use the treasure and non-treasure tags
Hello I have a question about Resource pack Overrides for 1.20.1 forge, I basically want to make so 3 of the resource packs in one of my packs cannot be deactivated and cannot be moved down or up the list either, I tried to do it so many times tbh using the GitHub explanation, but even though nothing crashed it didn't seem to work either because I was still able to move or deactivate the packs, can someone please help me? And thank so much in advance!
Can you please send your config file?
Sure give me a sec
It is recommended to use Visual Studio Code with extensions as it highlights the several syntax errors in the file
- There seems to be duplicate
file/" - There are missing commas in the last few entries such as
force_compatible,hidden, andrequired - There seems to be unnecessary commas at the brackets at the end
Ty so much
It worked?
Well it depends on the file you are editing. Visual Studio Code has built in JSON highlighting so no need for extensions for that
With this all packs disapear but are not active, tried to change it a bit and I can see them again but also move them again hahahah
"schema_version": 2,
"failed_reloads_per_session": 5,
"default_packs": [
"file/STONEBORN V3.2.3 LJSC GUI.zip",
"file/STONEBORN V3.2.3 LJSC GUI.zip",
"file/MYTHIC LJSC Textures - 1.20.zip"
],
"default_overrides": {
"force_compatible": true
},
"pack_overrides": {
"hs4base": [
"file/STONEBORN V3.2.3 LJSC GUI.zip",
"file/STONEBORN V3.2.3 LJSC GUI.zip",
"file/MYTHIC LJSC Textures - 1.20.zip"
],
"$$hs4base": {
"required": true,
"fixed_position": true
}
}
}
trying this now
Nope, now I have everything to the right
So far no
Is there something about how the mod or the categories work that I might not be understanding? Please help 🙏
all enchants available in the vanilla enchanting table work out of the box
yes, you shift+right-click to convert them to the normal non-diagonal fence which won't connect
it used to work for EMI without any manual compat on my end. are you on the latest version of EMI?
I figured it out, ty so much for all the help! @calm torrent
yes
on NeoForge 1.21.1
Your welcome, glad you can figure this out! In my timezone, this was throughout the night/morning (North America)
Thank you!
Can someone help me with this?
Please report in GitHub: https://github.com/Fuzss/hoppergadgetry/issues
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
I'm trying to add custom blocks to blockrunner but for whatever reason, my test datapack just won't work.
I have basically no experience with this so any help would be appreciated.
puzzlesaccessapi is bundled with puzzles lib. from the crash report it looks like something is wrong with your installation, since fabric api is also having trouble loading. reinstalling everything is a good start
what are we thinking of this mod in this discord?
Did you make sure the datapack is in the correct folder and that it is enabled in your world? https://minecraft.wiki/w/Commands/datapack#Syntax
Also, did you compress the datapack properly? (By highlighting the data folder and pack.mcmeta and compressing it)
oh i have to manually enable it in game? i assumed it would be enabled as soon as i put it in the folder lol
I'll try that lol
Oh I think I figured it out, they're in my profile but not in my world, let me fix that too lol
yeah it doesn't show up for some reason
{ "pack": { "description": "BlockRunner custom configuration", "pack_format": 48, "supported_formats": { "min_inclusive": 48, "max_inclusive": 81 }, } }
this is correct right?
Hey! I'm running into a fairly major issue trying to run Diagonal Walls and Diagonal Fences with Via Romana installed. Namely, the second I try to load a world- any world- the game immediately crashes. I think I'm parsing it right that this issue is on Diagonal's side? But it could be either, tbh.
Here's a log: https://mclo.gs/ohD4RqM
& here's the error if you don't want to click through: java.lang.IllegalStateException: Target block tags for ResourceKey[minecraft:block / diagonalwalls:minecraft/sandstone_wall] not empty: [TagKey[minecraft:block / via_romana:path_block]]
There is an extra comma at the supported_formats end bracket
{
"pack": {
"description": "BlockRunner custom configuration",
"pack_format": 48,
"supported_formats": {
"min_inclusive": 48,
"max_inclusive": 81
}
}
}
I recommend downloading Visual Studio Code as it highlights the syntax errors.
There is also Data Pack Generators and the Minecraft Wiki on web that can help you:
https://misode.github.io/
https://minecraft.wiki/w/Data_pack
Fuzs is it okay if I try to make Pick Up Notifier work with fabric 1.21.6 and distribute it in my modrinth modpack? I think the License lets me but I wanted to ask you personally
I managed to make it work
-# bump
When will forgeconfigapiport come out for vs 1.21.9?
somehow the block diagonalwalls:minecraft/sandstone_wall is ending up in this block tag: via_romana:path_block
that is not allowed, as all diagonal block inherit their tags from the original block. if you have any control over that tag make sure minecraft:sandstone_wall is added instead. it might be controlled via the config from what I'm reading on the mod page
I'd prefer if you used this which will allow you to use the 1.21.8 jar: https://wiki.fabricmc.net/tutorial:dependency_overrides
also please update to 1.21.8 it's identical to 1.21.6 with important fixes, all 1.21.6 mods will work on 1.21.8
if there are mods that refuse to launch you can force them though with dependency overrides
Hey Fuzs what do you think about that upcoming drop theme? I think it’s gonna be good with your mods
it's already on the maven, but can't release it on CurseForge right now as the Gradle plugin for that broke 😬
Will fix that later today
thematically yes it's a great fit!
just the frequency of big background code changes is a bit annoying when maintaining so many mods 😅
and not a fan of how they messed up version numbers, like are they gonna stay on 1.21.x forever now? 😂
kinda hard for the modding community to settle on one major version for the year like that which is bad for authors who don't update their mods as frequently
would prefer if they just did what apple is doing now: syncing the version to the year
like for 2025 that would be 1.25.0, 1.25.1, 1.25.2, ...
and 2026 that would be 1.26.0, 1.26.1, 1.26.2, ...
Wdym by maven?
Like can I download it externaly?
are you a dev?
no
then you'll just have to wait a few more hours until the CF issue is fixed
the maven is for devs only for developement workspaces
is config api port meant to be used in multiloader projects ?
like, i can put the same config in common and use regular neoforge and use your mod to register it for fabric ?
i can't find anything in the wiki related to that
common jar is quite... empty
omg i found it
Thank you, I'll see if I can replace Via Romana's tag manually.
I think the root might indeed be the inheritance of its parent block's tags, though I have no idea why it causes a crash on world load...
yeah exactly
you need common-neoforge
i used common-neoforgeapi is that wrong ?
cuz it seems to work so far
ah yeah that's the one haha
normal common shouldn't be published but I was too lazy to rewrite the publishAll sub modules task
it's fine, i just wish it was better documented
Slightly more technical server admin shot me this screenshot from Via Romana's insides; it's automatically grabbing any blocks with sandstone in the name (and a lot more, including fences!)
Upside: Should be fixable manually.
Cons: It sure do be manually. 😛
Ah! It's on Via Romana's radar.
https://github.com/RasaNovum/Via_Romana/issues/57
Looks like they've even fixed it already earlier today! Thanks for the response anyway <3
Yeah that's what I did. I'm trying to convince the server owners to upgrade to 1.21.8. Thanks
Slightly outdated, but what's relevant for you still applies: 😅
https://github.com/Fuzss/forgeconfigapiport/wiki/Getting-Started-on-1.20.2-and-Up
🙏
hmmm very nice
do i need to also use the jars from maven and not the ones from curseforge ?
Could we get Enchancement support for Easy Magic?
https://modrinth.com/mod/enchancement
It completely Overhauls the Enchanting system
And it changes the way the Enchanting table works completely
But if used with Easy Magic, it just changes back
This is how the UI looks
It works very similar to the Enchantment infuser mod you've created
Can you specify what exactly you mean by Enchancement support for Easy Magic? It completely overhauls the enchanting system as you say while Easy Magic is for the vanilla enchanting table. In my opinion, Enhancement seems good as a standalone mod.
I just want the Lapis and item to stay inside the table
as well as the floating animations of the item and lapis
and the fixes for booksleves not powering the table when a block with no colision is in the way
It is incompatible because Easy Magic converts Minecraft's vanilla Enchanting Tables to their own block id easymagic:enchanting_table
Fuzs why Netherite Bundle and Netherite Spike with just diamond version and netherite ingot use crafting table not smithing table with both and netherite template
Probably unchanged from 1.19's recipe
You can suggest to change it to the modern recipe in his GitHub issue tracker. I've had success before doing that:
https://github.com/Fuzss/illagerinvasion/issues/67
https://github.com/Fuzss/effectinsights/issues/15
Is it possible to disable Thin Air's features for non-players for performance?
addendum: </silly>
Why does respawning animals get rid of my animals that are penned too?? Its been happening on my arclight server for a while now and its rlly annoying
like even name tagged pets from other mods despawn
yes CF does not pull in dependencies
please refer to the documentation, it's all layed out in there
suggest this to the dev of enchancement
easy magic won't support custom enchanting systems
the mod cannot check for pens, the animals have to have been bred or fed
will have to investigate that
okay
you don't need that
FCAP handles mod menu for you if you register your screen
oh
that way you can avoid the compile time dependency on mod menu
ah amazing, i already released the mod but i'll do that for 1.21.9
I just did 1.21.8 cuz i was moving the mod to ML and deps weren't updated yet
yeah 1.21.9 seems to be a bit slower than usual
i hate mojang for whatever they did between 1.21.2 and 1.21.9 (included)
rewriting the game on minor versions
Is there a specific reason as to why 1.21.9 is slower than usual?
It looks bigger?
all the game drops are major versions essentially. they just messed up the version scheme
I don't think so looks to be about the same scope of changes as 1.21.6
but will see, after all haven't really begun porting myself haha
porting the libs is the most money important
It is not a naturally generated block. You have to craft it yourself
I just noticed, that with the last Better Minecraft pack, diagonal walls were included and now newly placed walls look like this. Is that a known thing and is there something I can do against that? (There is nothing on the other side but even if it was, there should be the ridge but not the gaps)
Shift right click
Aye! I was honestly expecting something like "Go here into the json and replace this config file there ..." but it's even possible in game. Nice. Thank you.
Np!
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Hey! I just popped in to know what happened to Distinguished Potions? I checked the github and noticed it got archived.
Did something happen that prevents the mod's further development? I was really looking forward to what could be done since I think 1.21.5 added a form of dynamic textures that could be used to differentiate enchantment books as well as potions.
I think this is exactly why he archived Distinguised Potions. There have been many resourcepacks 1.21.5+ that can distinguish between enchanted books and potions, and he has plenty of mods he maintains already. https://modrinth.com/resourcepack/potion-effect-icons
https://cdn.modrinth.com/data/pmg1TGcn/images/0266d0f7144ef2aae267d9943480c65a4122957d.png
Keep in mind this is my speculation, not speaking on behalf of Fuzs
I asked because it stopped working on 1.;21.1 as well.
And is sad, I loved how it applied the visual changes to any mod potion. I thought That with 1.21.5 changes, it would make maintaining things easier.
do any of the upper versions or lower versions work for 1.21.6 by chance?
no, but all 1.21.6 mods will work on 1.21.8
You are not the first person to voice support for the project, so I am considering bringing it back. Would involve a bit of a rebrand though, wasn't very happy with the old feature set.
Could you point out which features were the most useful to you / you enjoyed the most?
For 1.21.1 nothing has changed. So maybe a mod conflict, I think ModernFix breaks it. And you have to make sure in your resource packs the vanilla pack is sorted at the bottom.
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Weird, I can't find any evidence of nbt and worldgen files being in the trading post GitHub. Also played 1.20.1 and 1.21.1 and never found the block naturally from my friends and I experience. Perhaps you had a modpack that did naturally generate these blocks?
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It was never in the mod.
What I like is how long-duration and strengthened potions had those different formats.
Since Vanilla already made potion types in different colours.
Also, I enjoyed the auto-renaming of the potions.
I am sure those are minor things, but this is a mood that I install and never remove once in my mod list.
Yeah, the culprit seems to be ModernFix.
What you mean with "Vanilla pack At the bottom"
You mean like this?
Yes. It overrides some vanilla files and if you accidentially put Mod Resources below it also will not apply.
Yeah, that does not seem to fix it.
Guess ModernFIx is no longer compatible with the mod.
On a side note. I am not sure which mod end is the cause, but Visual workbenches seem to have stopped working with TFC workbenches
Or is that also a ModernFix issue?
I'd assume that yeah. You should be able to make it work by disabling the Dynamic Resources option in ModernFix.
If you meant this.
Mine are already off
Huh that should have at least fixed the potions.
For the workbench would be great if you could try without MF.
will thin air ever be in 1.21 + ?
https://mclo.gs/Z4KjjMq only thing I could find was a warning about a non-lowercase namespace, but nothing about an error from resourcepack overrides, any idea?
english only please #rules
your question also has zero to do with any projects by fuzs so i don't know why you are adking in here
Since the project was discontinued, I (recreated and) ported it to 1.21.1 & 1.21.8: https://codeberg.org/Penguin_Spy/thinner_air/releases , https://modrinth.com/mod/thinner-air (pending approva...
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Why it's called Puzzles, you ask? That's the puzzle!
• Update MobSpawnSettingsContext implementations
• Move mod presence checks from ModLoaderEnvironment to NetworkingHelper
• Allow ip-address when starting a server to be prefilled in a development environment
• Remove data generation shutdown workaround
• Fix GuiGraphicsHelper::blitTiledSprite using the wrong sprite atlas location
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yeah that's true, so the file is read correctly. I'd start with testing just default overrides and like a single pack to build the file step-by-step.
Also for the force_compatible option, that only supports true, setting false does nothing
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Is there a version of enchantment infuser compatible with 1.21.9 at all?
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Same here, waiting for an update for the Enchantment Infuser too.
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begging for a hang glider update 
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@fathom tide @twin hearth its here
does anyone have a datapack for 1.20.1 (or mod, fabric loader) that adds the treasure enchantments to the enchanting infuser?
I tried using the 1.21 version and just changing the pack format to 15 but obviously some tags or namespaces are different because it doesnt work
It is in the config file
1.21+ introduced data-driven enchantments
I attempted to view that, there is no config file for the enchanting infuser on both client side and server side
Should be in config/enchantinginfuser-server.toml
yeah I know but that config file just isnt there
all my e's
the mod itself is working, I have an advanced enchanting table and it works just fine, but the config does not generate, and with mod menu installed I still cannot edit the config in game
Is this joining a server or in singleplayer?
that is my client config files, but my server did not generate one either
let me try reinstalling the mod on the server end, might just have not generated
mmhm yeah perfect there it is, either I was blind or my server just decided to not generate the config. Ok well thank you very much
im able to toggle it all now
Glad you were able to solve your problem
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I wonder why you renamed Effect Descriptions to Effect Insights? (You are still using the old banner and description on Modrinth & Curseforge which says Effect Descriptions). I think Effect Descriptions was effective in communicating exactly what it does, it gives descriptions to Effects similar to Enchantment Descriptions. I think it was also more searchable due to it being in the "Descriptions" family, but I could be wrong.
I made another mod for enchantments a few months ago since the popular Enchantment Descriptions mod isn't really updated that actively for newer MC versions and I wanted the names to match between my two mods. Also on CF I was unable to get the proper url for the project (effect-descriptions).
But yeah Effect Descriptions is more straightforward I agree.
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I don't know if this is the right place and I'm just curious but are you working on an update for the linked chest mod for 1.21.9
Also really love your mods
expect it in the next 24h
Awesome thank you
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I have a question regarding straw statues, Is it possible or can it be added that you also have the option of uploading your own downloaded skin to the statue. (I.E someone changed their skin but you want to have a statue of their old skin) Kind of like that old statues mod from back in the day. I have a vast inventory of downloaded skins from when I used to use that mod XD
how do i get my enchanting infuser to get the big enchants like sharpness IX with apotheosis?
use apotheosis bookshelves
statues will keep the skin from when they were created, so if the player changes their skin the statue will stay with the old one.
this is how vanilla player heads work (before MC 1.21.9)
in 1.21.9 Mojang has made some changes to the player profile format which will allow for using skin textures supplied by a resource pack.
there are however no plans to support skins from remote urls
Just out of curiosity when could we expect Visual Workbench and the easy mods to be updated?
<@&875862844829208626> <t:1759260142:R>
why this one ping but not others
And 7 days ago??
xd
wanted all of them to ping just forgot
is a ping good for the updates or is it gonna get annoying? what do you think?
would be a lot of pings right now for all the 1.21.9 ports, but generally not so much only for individual updates
next 48h
if it is just porting I feel should not ping
i think just releases
or major updates
<@&875862844829208626> <t:1759260142:R>
huh
Fuzs really be the best dev rn, i made a modpack like a couple of days ago and like almost the whole pack was his mods
Shoutout vanilla+ mods
I love the fact that most of his mod fits very well with vanilla.... and he supports 1.20.1 or at least have 1.20.1 version of most of his mods.... I also love how he also support both fabric AND forge
keeping 1.20.1 somewhat alive is really a struggle. it's more than two years old by now, the game code has changed so much in some very significant areas 😅
Im happy i found his mods, it started with me wanting to use the old enchant infuser mod again after a couple of years after last using it in 1.7.10
yeah that's one of my favorites
found it all the way back playing MC 1.4.7 lol
when the wither just came out
most of the (modern) minecraft modding community are either on (Lex)Forge 1.20.1, Fabric 1.20.1 or (Neo)Forge 1.21.1, Fabric 1.21.1. I know it is hard to keep supporting old version of minecraft but it is worth it imo.
watch you in 5 years from now still be using 1.20.1 lmao
Thing is, mojang is making it difficult to keep up with their pacing
expecially with the whole drops thing.....
yeah
Like.. top 10 mods of all time its sometimes op but also so convenient to have
that's fine actually updates used to be quicker in the past, like 2-4 per year
getting roughly 4 or more updates to the game a year now
it's just the version numbers which are the problem
no one can decide on like a stable modding version anymore
that's why 1.20 is still so popular
Thats true
but heard mojang will fix their release numbers at some point
and then 1.20 will finally be pushed out hehe
In my opinion, the projects don't need a pin, but once you port all the projects to the newest version, you can manually ping once that all your current projects updated
Well until then, 1.20.1 is gonna remain the king lol
it used to be major ie. 1.19.X mod supports also all other minors 1.X.1, 1.X.2 etc. now you have to update for all minor and major updates
Yep.. 1.10.2, 1.7.10, 1.4.6, 1.12.2, 1.16.5 and sometimes 1.20.1
lets hope at some point mojang finally decides to adopt 1.22 instead of whatever we have rn
1.21.9 i think
my guess is they're gonna do a whole new version number system
could be
1.21.12 drops 2030, we never making it to 1.22
maybe like apple and just name them after the year
lmfao
Would you guys think 1.20.1 is the new 1.12.2
yes
There were a lot of people who stopped because of 1.20.5
no 1.12.2 is what it is for technical reasons
1.19.2 was also like that
In terms of mods that is
Yes and no, like, it has the cool mods of today.. but 1.12.2 is really only missing create, and sodium and its litterally the ultimate version
yeah many didn't update because of the big technical changes in 1.13+
versions after 1.20.1 don't have those huge background changes, not at that scale
there are some pretty big changes coming throughout the drops though, but they are spread out
yep defentially! 1.12.2 is the golden era of old modding, 1.20.1 is the golden era of "modern" minecraft and 1.21.1 is cathing up to be the new golden era. I mean I started to play modded minecraft with 1.12.2
for that definitely, we discussed doing that in announcements
and thanks will remove the ping again then
i got my pc when i was like 13 and the nether update was new, and first game i bought was minecraft and i first beat the game then i downloaded the twitch app and then i played through the best modpack ever made, Crackpack 3
it was on 1.12.2
nether update was needed those textures were abysmal
only bad thing about the old versions was the textures imo
yeah
it was by design..... the nether was ment to be literal hell, it was ment to be off putting. it was ment to be different from the otherworld.
tru
dont forget that we didnt have swimming for a long time until upd aquatic
yea, but the new textures made the nether actually somewhat enjoyable
there is mods for that :3
yup, there is a swimming mod for 1.12.2, it is in crackpack 3 for example
i think its on 1.10.2
yep it is
bring back ATM SLOP
i love gt
ive beaten gtnh twice :D
recite the wiki ahh
that one is good
i was playin TFG:modern a couple weeks ago but yk, life happened
i had to restart cause i wasnt able to transfer my hv world over when i built my pc
but its fine there had been several updates since i last played so i just started over and im back at early lv
i put in like, 20hrs in three days
dang
took me like 6h to get crafting table (avreage GT time)
lmfao
whats sleep?
i have no clue
it took me i think 15-17h to build a house bc the axes broke after one and a half trees
rip
have you ever played tfg?
i wouldnt say its a "must play" bc its more pain than gtnh sometimes
and all 3 of those cats surrounding have their own awful recipe :D
yippie
shoutout stargate: takes just a couple hours and is not even useful on its own cuz you need two
lol
too much power in one machine is scary
real
wrong wiring on the wrong level of machines my beloved
ive had so many things explode cause of that lol
I remember... I tried to connect my low tier machine to a high power, and it exploded.
didn't get back the core material on the first time, but I got it back the 2nd time it exploded
I was so confused
So if I make a statue it uses whatever current skin the player has and sticks with it? Damn. Ok then thanks for the info
hello im getting this error and the launcher is saying that it is because of pickup notifier but i dont know how to fix this
can someone help me please?
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
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I have a mod for that lol
https://www.curseforge.com/minecraft/mc-mods/aqua-acrobatics